Lini

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They're halfway throsugh the Island of Empty Eyes. They've just finished exploring Sumitha and have yet to rebuild the fort there and have the big party.

The merfolk who took an interest in the medallion is a slayer. We also have an aasimar swashbuckler, an undine gunslinger, a human blood rager, and a drow arcanist. (Yeah, my group tends to like the weird races and classes... what can ya do?)

Since the medallion was created by the aboleths, I was thinking about some weird Lovecraftian thing about it. That's why it doesn't detect as magical by traditional means. It's not magic it's just... eldritch.

The ideas I've kicked around is that it gives one control of a shoggoth, hut that's WAAAAY to powerful, even at the levels the characters would be at the end of the module. Even if it invariably corrupts the user, giving this kind of power if far too much.

The other is that it gives you skum to command. Basically, it gives you the Leadership feat, but your cohort and followers can only be skum. The character with the medallion pieces already has the Leadership feat, so I was thinking that if he puts the pieces together, he finds slowly but steadily his followers start to show a strange transformation...


Help! lol

I've made a bit of a big deal about the weird necklace that the Ancient Mariner was wearing, and expanded it into a side-story that one of my players has really taken an interest in. And now I don't know how to finish the side-story!

What I've done is have the necklace be one triangular piece of a six-piece medallion. Throughout the following adventures and travels I've occasionally had them come across another piece. They've learned that the aboleths made the medallion, and now that they have all 6 pieces they have decided not to put them together to see what it does.

What happens is that the pieces are "attracted" to each other, sort of like how the One Ring "knows" it needs to get back to Sauron and somehow it finds its way into hands that can do that. So, the heroes got the medallion from the Mariner, another piece was on the Sahuagin King, etc. The pieces don't detect as magic unless they are brought close to each other. The player who took an interest in this side story is a merfolk.

But what if they do? This isn't something that's part of the module, and I've kicked around a few ideas as to what it's all about but so far I've come up empty. The player wants to find someone to cast legend lore on it to find out what it does but... I DON'T KNOW WHAT IT DOES! lol

Any suggestions?


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Is Tidewater Rock based on a real place?

Check out Rockfleet Castle, Ireland... it looks just like Tidewater Rock is described, right down to the pitched roof and apparently even the locations of the chimneys! It's situated on the coast, but not quite to the extent that Tidewater Rock is said to be, though.

Also, it has a history tied to piracy...

https://www.youtube.com/watch?v=i-Sis_RJJrY

https://en.wikipedia.org/wiki/Grace_O%27Malley


Ok so I have some questions about how catapults are supposed to work in Skull and Shackle.

You have to Aim again every time you choose a new target or square. So, does a moving ship count as a target, or, when it moves, are you choosing a new square?

The former, and it seems that once you get a hit on a ship, you'll never miss with subsequent shots because it's the same target, you don't have to re-Aim. You get that +10 bonus to hit which almost guarantees a hit because of the low DCs to use catapults.

The latter, and it seems you'll never get a shot off because of the long Aim time. By the time you've aimed at a square, a few rounds have passed and the ship doesn't occupy that square any more and you've got to Aim again.

So... which is it? Never miss? Or never hit? Or is there some other way to interpret this that makes catapults useful on a ship other than bombarding immobile targets (like coastal settlements -- which the rules don't cover... )?


Thanks!

I have suggested that, or an undine with the amphibious racial trait.

I'm just trying to brainstorm ideas if he's dead set on playing a merfolk.


My Carrion Crown campaign is drawing to a close, and the next AP my group wants to do is Skull and Shackle.

I have a place who'd like to run a merfolk, and I'm generally the type of DM who's rather say "yes, but" instead of just "no."

I know that mobility will be a problem for a long time, at least until he can afford a seafoam shawl (and that only helps a few hours a day). Perhaps far more of a hindrance than playing an unusual race is worth.

In the interest of "yes, but," I was trying to brainstorm other means of helping this character move on land, and thought of a wheeled hand cart.

I figured it would increase his speed to 10 ft. or 15 ft., which is still quite slow but not as bad as 5 ft. He'd need at least one hand free in order to move.

I'd price it at about the same as a cart, 15 gp, because it would have to be a special order from a carpenter. I'm sure such hand carts aren't "off the shelf" in Golarion.

Any input, advice, or suggestions?


Hey all!

My group is one that enjoys a little PC downtime. They like making their own magic items and such, and with the addition of retraining rules downtime is even more important to them.

I've been running the Carrion Crown adventure path, and although we're all enjoying it my group's a bit disappointed that it's a big race against time with little opportunity to just hang out in a city for a few weeks making stuff.

However, we're nearing the end of Carrion Crown and we're looking at the following APs to take up next:

Legacy of Fire (I know this one is 3.5 and not updated yet, and I can deal with that...)

Council of Thieves

Giantslayer

Iron Gods

Skull and Shackle

Now, out of those adventure paths, which ones, if any, allow for decent PC down time?

If none of them offer any downtime, that's ok, too, because at least then they'll know not to waste skill points and feats on crafting.

Thanks!

Also, please avoid spoilers in your answers, as I intend to share this with my group to help them make up their minds which one they'd like to do next.


The link for the colour out of space in the Bestiary 4 doesn't work.

The link goes to:

http://paizo.com/pathfinderRPG/prd/bestiary4/colorOutOfSpace.html#color-out -of-space

It's missing the "u" in colour. Adding in the "u" fixes it:

http://paizo.com/pathfinderRPG/prd/bestiary4/colourOutOfSpace.html#colour-o ut-of-space


I have a player in my upcoming Carrion Crown campaign that wants to flesh out his character a bit with more class skills to help fill in his background.

To this end, he asked if he could take more than one drawback in exchange for more traits that would give him the class skills he'd like.

The RAW indicate that you can take one drawback to get one extra trait. Can you do that more than once?

(I know that as GM I can rule as I wish, and the player understands that more than one drawback could be crippling, but I just want to get a feel for others' opinions.)


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You know... being a mythology buff I don't know why I didn't think of this sooner!

This may not be a popular choice among die-hard Bronies, but there is a way to make these types of characters more playable without having to worry about them being non-humanoid quadrupeds with hooves.

The Sileni, of Greek Mythology.

They are like satyrs, in that they are half-human, half-animal, but the animal part is equine. The mythological Sileni still have human heads, but you don't have to stick to that description. Most mythological creatures in D&D/Pathfinder have been changed from their origins, so your Pathfinder Sileni could just be Small fey anthropomorphic equines.

(My Small Sileni, My Small Sileni... )

You could make up the Sileni as a playable race, in three varieties (one with wings, one with a horn, and one with neither).

This would solve the hoofed quadruped problem but still retain enough pony-like features to make them fun.

But then again...

http://1.bp.blogspot.com/-r1Hz7gIPHhA/UTIK7JUhaxI/AAAAAAABV-c/kaHL2d6Jfmc/s 1600/Hasbro2-superJumbo.jpg

... maybe not... O_O


ayellowbirds wrote:
I'll have a closer look, but I suspect this is the sort of thing that may lead players to only wearing armor at lower levels, if at all.

That's not necessarily a bad thing. The option is still there for them to wear armor, and if they find magical armor that gives them a better AC bonus they can use it. There's also the chance of finding armor with a special quality (like fortification, etc.) that a player wants to take advantage of.

As for the Rake and the Agent, a lot of their abilities can be converted as Rogue Tricks, or alternate Rogue class abilities. I did a bit of that in my NC thread, but no one was interested in those classes so I didn't go all out with it.

I also felt that some of the backgrounds weren't well-balanced, but now that the Advanced Race Guide is out, it shouldn't be too much of an issue to go back and re-balance them.


blinovitch wrote:
I'm looking at doing a Northern Crown campaign sometime soon and armor has been on my mind. In fact, I think it was a post of yours over at the Atlas forums that first brought defense bonus to my attention.

I was hoping that it would be one of the optional rules introduce in Ultimate Combat, but... no such luck.

Quote:
In the game you ran, the players used defense bonus in conjunction with Uropan and First One armor, right, not the typical d20 armor choices?

I had the options available, but no one ever wore much armor anyway. I struggled for a long time over what to do with the fighter's Armor Maneuvering class ability, too. It seemed a shame for a class to miss out on a class ability just because armor wasn't as common in the setting. It was one of the things I never did get around to 'converting.'


I ran a home-brewed, Pathfinderized Northern Crown long enough for the characters to reach 2nd level. After that, I switched over to Savage Worlds because it was just easier -- it required very little conversion on the fly because a lot of the needed elements were already in place (firearms [this was before Ultimate Combat was released]) and, more significantly, the Weird Science arcane background).

Anyway, I do have a little advice, especially concerning firearms...

Definitely use the Ultimate Combat rules for firearms, rather than the ones in the book. I know from personal experience that any time one talks of adding black powder arms to an RPG there's a bit of push-back. Folks usually fall into two camps -- ones that hate black powder arms because of their long reload times, and ones that insist that they *have* that long reload time.

The thing is that it's no fun for anyone to only be able to attack maybe 3 times a minute -- 4-5 times a minute if you're fast. Sure, that's realistic, but nothing else about an RPG is particularly realistic, so why should those reload times be? Besides, Northern Crown is a setting that has airships and automatons powered by aeolipiles; it's only a slight handwave to assume that they also have developed ways to speed up firearm reload times.

I would use the Commonplace Guns option from Ultimate Combat. Advanced firearms could be available at your discretion, as high-tech inventions that have to be custom-made. As above, in a 17th-century setting with helicopters and robots, it's not so bizarre to allow the revolver to be invented centuries earlier, too. :)

When I ran my game, I used the old "Defense Bonus" option from 3.x, found here:

http://www.d20srd.org/srd/variant/adventuring/defenseBonus.htm

That helped get across the feel of the 17th century better, the time when heavy armor was being phased out and becoming less and less common. Characters still get a good AC, but don't require highly-magical armor to get it.

Have fun! ^_^


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Darigaaz the Igniter wrote:

We found a couple of luck blades ( total of four wishes over the course of the campaign ) and 3 of them ended up going to "I wish for a Resurrection for gnome since she got burned to death, again"

it wasn't any fault of the player's, that gnome just had terrible luck with fire-based die rolls.

FIRE BAD!

*sigh* Poor Molly... she and fire just did NOT get along...


Darrigaaz made them fey, and I believe he is trying to balance them to be playable beside the core races. Thus, he's avoiding using the advanced and monstrous levels to keep things all within that Goldilocks zone of "9-12 RP."


A bonus to trip attacks comes with being a quadruped, but technically you can't make a quadrupedal race with the ARG unless the race is monstrous. The stability bonus is a good way to replicate that without breaking the rules. The bonus is even the same. ^_^


Lunar Mage wrote:

I've actually been braintstorming humanized versions of the mane 6, Spike and the CMC for a regular Pathfinder game, complete with new names. Though Pinkie Pie as a character concept keeps jumping back and forth between a gypsy, a pirate and a tavern-owner. ^_^()

I found these a while ago. They're for 3.5e, but it would only take some minor tweaking to bring them up to code with Pathfinder.

Rainbow Dash, the Fighter

Pinkie Pie, the Bard

Fluttershy, the Druid

Rarity, the Rogue

Twilight Sparkle, the Wizard

Applejack, the Ranger


How about this guy?

PANDEMONIUS
God of chaos, disorder, and anarchy.
Alignment: Chaotic Neutral
Domains: Chaos, Luck, Madness, and Trickery


Goth Guru wrote:
I would think Caotic, the way she swiftly transforms from good, to evil, and back as needed.

Well, I'm not really making up Princess Luna from the show as a goddess. I'm making up a facsimile for use in a ponyfied Pathfinder game. There's some leeway there. :)

Also, when deciding on Domains for a homebrew deity, I prefer to look at the deity's role as opposed to personality traits. That's why I didn't follow Darrigaz' suggestion of the Trickery domains, despite the popular "Trollestia" meme. ^_^

I also realize now that I goofed and didn't give alignments for the goddesses I suggested.

Both, in my mind, would be Neutral Good.

This gives them wiggle room to be either lawful or chaotic in nature as the situation demands. In general, Solaria is NG with lawful tendencies. The sun is regular, measurable, and dependable. Selena is NG with chaotic tendencies. The moon is ever-changing and mysterious.


As for minis... they're a bit big scale-wise, but with some talent and some sclupy putty, you can make some pretty awesome minis with the little "blind bag" ponies.

Pony Artwork and Minis by Jordan Greywolf

Pony Knight

Pony Archer/Ranger


Darigaaz the Igniter wrote:
Anyone got any ideas for the two deities? Obviously one has the Sun domain and the other has the Darkness domain (and both could have trickery probably). But other than that I'm a bit stumped.

What are you looking for? Names (aside from the 'official' ones)? Other suggested domains?

Try these: Solaria and Selena, twin sisters of the celestial bodies.

SOLARIA
Alicorn goddess of the sun.
Domains: Glory, Good, Protection, and Sun

SELENA*
Alicorn goddess of the moon.
Domains: Darkness, Good, Knowledge, and Magic

*True story: Luna's name was originally going to be Selena, but was ultimately changed to Luna. The domains I suggested aren't *necessarily* appropriate for Luna, but they do somewhat reflect many of the aspects of other moon goddesses from mythology.

If you like those, I'll see what I can come up with for Selena's evil aspect.


Lamontius wrote:


what the-

srsly

what the-

Ponies are everywhere, Lamontius. Everywhere!

And now, they can be in Golarion, too!

/)(^ 3 ^)(\ So awesome!


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This came up in my game this past Saturday night. After some looking, I also agree that it should be FAQ'ed.

I also think that all it lets you do is take your d20 roll or an ally's d20 roll, whichever is greater. I don't think it means that you add everyone's Stealth modifier to the best roll and use that.

In this instance, I think the abbreviated description on the Feats Table describes what it does better than the full text:

"Take the highest roll made by you and your allies on Stealth checks"

That says it all, to me. It's like one of those feats that lets you roll twice and take the best result, only in this case, instead of you making both rolls you roll once and your ally rolls once, and you take the best result. In the case of the Solo Tactics class ability, you just have a wider range of rolls to choose from.


Actually, I think a feat-based magic system would be the way to go if you want to try to stick close to the show. After all, the only reason Twilight has such a wide repertoire of spells is because he represents the element of magic. Most other unicorns know only a few spells directly related to their special talent. Since Twilight's special talent IS magic, she's much more powerful than the average unicorn.

As for balancing the races, I know someone who's trying to use the new race creation rules to craft the pony races. Maybe that will help!


I'm not sure what to suggest redliska. Powers like that are always tough to adjudicate in RPGs.

Breaking it down to strict mechanics, it could be a combination of rogue abilities like trap sense and uncanny dodge. It helps her avoid nasty surprises because she gets some inkling of incoming trouble.

In other Pathfinder/Pony news...

We have a half-orc samurai in a Pathfinder game I'm in on Saturday nights. The player doesn't have a miniature for his mount, and the DM's 4 year old daughter offered one of her My Little Pony figures. He's been using it ever since. ^_^


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If you want to see how a pony RPG might shake out, check out this webcomic:

Friendship is Dragons

^_^


HalfOrcHeavyMetal wrote:
Also no porny references .... NOT THAT IT STOPS PEOPLE TRYING, G#!%&%MIT! *glares at Deviant Art*

Yeah it's a sad equation.

Popular show + teen/adult fans + Internet = rule 34

And as rule 34 itself states, no exceptions. :\

I just follow in the hoofprints of the Great and Powerful Lauren Faust herself when it comes to that kind of stuff. Quote:

LaurenFaust wrote:
"I'm a big girl. When stuff gets too icky I just find something else to do.


I'm trying to decide which of these I like better:

Maps of Equestria
http://matims.deviantart.com/art/Map-of-Equestria-198136482

http://yoorporick.deviantart.com/art/Map-of-equestria-198573958

I like the art style of the black and white map, but the color version is done more in the style of an RPG setting map. It's also more spread out, which makes it easier to fit in homebrew stuff.


Darigaaz the Igniter wrote:
Goth Guru wrote:

Cute. The creature is treated as having sanctuary DC18.

Where does it say that? I'm not seeing it.

He's suggesting it as another special ability.


brreitz wrote:
I know, right! And I'm still waiting on the stat blocks for parasprite swarms!

At long last, as modified by me from the Army Ant Swarm stat block.... THE PARASPRITE SWARM

Parasprite Swarm CR 4
XP 1,200
N Fine vermin (swarm)
Init +2; Senses darkvision 60 ft., scent; Perception +4
Defense
AC 20, touch 20, flat-footed 18; (+8 size, +2 Dex)
hp 49 (11d8)
Fort +7, Ref +5, Will +3
Defensive Abilities swarm traits; Immune weapon damage
Weakness music
Offense
Speed 10 ft., fly 60 ft. (perfect)
Melee swarm (3d6)
Space 10 ft.; Reach 0 ft.
Special Attacks cling, consume, distraction (DC 15)
Statistics
Str 1, Dex 15, Con 10, Int —, Wis 10, Cha 2
Base Atk +8; CMB —; CMD —
Skills Fly +18, Perception +4; Racial Modifiers +4 Perception
Ecology
Environment any forest
Organization solitary, pair, patrol (3–6 swarms), or legion (7–16 swarms)
Treasure none
Special Abilities
Cling (Ex) If a creature leaves an parasprite swarm's square, the swarm suffers 1d6 points of damage to reflect the loss of its numbers as several of the crawling pests continue to cling tenaciously to the victim. A creature with parasprites clinging to him takes 3d6 points of damage at the end of his turn each round. As a full-round action, he can remove the ants with a DC 17 Reflex save. High wind or any amount of damage from an area effect destroys all clinging ants. The save DC is Dexterity-based.

Consume (Ex) An parasprite swarm can rapidly consume any creature it swarms over. Against helpless or nauseated targets, an parasprite swarm attack deals 6d6 points of damage.

Weakness to Music (Ex) Parasprites are easily hypnotized by polka music. The musician must succeed on a DC 20 Perform check each round as a move action. Each round the musician is successful, all parasprite swarms within a 60 ft. radius must succeed on a DC 15 Will save or be affected as if by a mass charm monster spell.


zabei wrote:
haha. No zebras :(

You could play a zebra as a variant Earth Pony. Zecora had a cutie mark, after all. Apparently that's something all equines get, not just ponies.

Quote:
I'm eagerly watching this thread. I suppose it was all an April Fool's Day thing, after all. Though it would be SO much fun to play Ponyfinder.

Some of the players in a Savage Worlds game I'm in (hi, Darigaaz!) want me to run a ponies game. I'm tempted...

Quote:
Some great ideas in here. I love the description of Equestria's "campaign setting".

Mine? If so, thanks! ^_^


I always have trouble figuring out fair magic item price rules, too. I'd just compare it to other figurines of wondrous power and adjust according to its perceived utility.

The figurine is most similar to is the obsidian steed, which is 14,250 gp. It doesn't have the same utility as the obsidian steed, but has 2 levels in a core class. It also doesn't have a limit on how often it can be summoned, nor a limit on how long it remains.


Ok, ok, ok... I'd restrict sorcerers and wizards to Unicorns. Maybe witches, too.

Bards and divine casters are open to anypony.


She certainly can Inspire Courage by giggling at the ghostly...


Goth Guru wrote:
So you don't think the zebra from Alternate Africa had druidic magic.

Hmm... Zecora... good point. Maybe she has the Master Craftsman and Craft Wondrous Items feats. Her potions are wondrous items like the elixir of love and other consumable wondrous items.

Edit: Using the Major Magic rogue talent won't work, because that gives access to spells, which would be off-limits.

Ok, maybe just *arcane* magic is off limits to Earth Ponies and Pegasi. Divine magic comes from some other source not inherent to the pony, whereas arcane magic comes from within or through study.

Zecora could be a druid, or even an oracle with the Tongues curse. That's why she speaks in rhymes.

There is a way.

Confound these ponies! They drive me to rationalize game rules! ^_^

Darigaaz the Igniter wrote:
Don't forget the spell-less Paladins: Warriors of the Holy Light from the APG.

And that!


As fun as this would be, I'd probably have to lay down a house rule or two. Unicorns are the only ponies with access to magic, so I'd be tempted to limit Earth Ponies and Pegasi to non magic-using classes. To give them another class option, I'd allow access to the Skirmisher Ranger from the APG (no spells).

And here's my concept for re-imagining the cartoon as a playable RPG setting.

Equestria is a peaceful little sugarbowl kingdom of happy little ponies who put hearts and flowers on all of their architecture. But that's just the surface. Despite how peaceful and tranquil Equestria is, it's bordered on all sides by monsters, ogres, and other sorts of wickedness.

Princess Celestia, as a living goddess, is able to keep most of it at bay simply by existing. Even her powers have their limits, however, and the monsters of the Everfree Forest are but a small sample of the horrible things that could invade Equestria if she were to ever falter. If the PCs (Pony-Characters) want their world to remain a cute little sugarbowl of hearts, flowers, and rainbows, they sometimes have to get their hooves dirty and square off against the nastiness that threatens Equestria from The Outside.

I'd set it soon after Nightmare Moon was banished to the moon. The monsters and evilness the characters fight against are her leftover minions of Eternal Night that have to be cleared away to ensure the safety of Equestria.

Basically, it would be the *setting* of the cartoon, but it is most certainly *not* the cartoon.


Hey everypony!

We are on the precip-... thresho-... brink?

We're about to see history, folks!

First... a YouTuber makes a MLP mashup with a Weird Al Yankovic song:

http://www.youtube.com/watch?v=WhOlAU4t9Hs

Then... Weird Al himself tweeted about the song, saying it was the mashup the world had been waiting for:

http://twitter.com/#!/alyankovic/status/60438491301036032

THEN... one of the MLP directors asked Weird Al if he'd consider being on the show...

http://twitter.com/#!/goldenrusset/status/60741896728883200

THENNNNNN!

MILLIONS of pony fans the world over held their breath, eagerly awaiting Al's reply!


Yay! Pony stats!

This thread just got 20% cooler. ^_^


*
**
***
****
*****
Sunny Songs
Pegasus Bard 1
----------
N Medium Magical Beast
Init +3; Senses: Perception +4
----------
Defense
----------
AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)
HP 8
Fort +0, Ref +5, Will +2
----------
Offense
----------
Speed 40 ft., fly 40 ft. (clumsy)
Spellcasting (concentration +4)
1 (2/day) - charm pony, sleep
0 (at will) - detect magic, daze, lullaby, prestidigitation
----------
Statistics
----------
Str 8, Dex 16, Con 11, Int 12, Wis 10, Cha 17
Base Atk +0, CMB -1, CMD 13
Feats: Dodge
Skills: Acrobatics +7, Bluff +7, Diplomacy +7, Knowledge (arcana) +5, Perception +4, Perform (sing) +7, Spellcraft +5
Languages: Common, Equine
SQ: Bardic Knowledge (+1), Bardic Performance (7 rounds/day), Cloudwalk, Super Speed Strut


YAY! ^_^

I'm working on a pegasus bard.


Ok... this has gone on long enough.

Let's post some ponies. ^_^

Level 1, any of the classes from the core book and the APG, default array for stats (15, 14, 13, 12, 10, 8).

Who's in? ^_^


jlord wrote:
Umm do cutie marks actually do anthing? I mean, in the show? From what I've seen they just label the pony's talents, not grant them any secial abilties.

That's correct. They are just representative of the pony's personality or special talent, but "Ponyfinder" seems to have special rules for them. We're curious to know what they are. ^_^


I must have Cutie Mark rules! You must do this for me! You must! You MUST! YOU MUSSSSSST!

Post them or I'll start whining! And I warn you! I learned from the best!

http://www.youtube.com/watch?v=csPPqdbcVwM&feature=player_detailpage#t= 19s

>:)


Any news on when we might see the Cutie Mark rules, then?

Everypony here is atwitter with antipation! (Stamps her hooves adorably...)


Darth Schneider wrote:
Sweet! And I thought I'd never get to use this for a character portrait....

No need... just use this!

http://derpyhooves.com/flash/PonyCreator.swf

You can't make boy ponies with it, but it's better than nothing!

^_^


Darigaaz the Igniter wrote:
Once again, Molly displayes a mastery of chaos greater than any protean.

Thanks for the compliment. You flatter me, sir! ^_^


The ponies play D&D, so why shouldn't we play ponies?

http://www.youtube.com/user/MrYaridovich#p/u/23/XsCHIKTRYRk

^_^


Ambrus wrote:
Molly Dingle wrote:
I'll be running a Call of Cthulhu/My Little Pony mashup adventure at a convention. ^_^
the horror... the horror...

+1 win for the MLP reference. ^_^ Apocalypse Now did it first, by My Little Pony did it better! LOL

Here's the blurb I wrote for the sign-up sheet:

THE PONYVILLE HORROR
By H. P. Hoofcrafty
A Lovecraftian Savage Worlds adventure set in the world of My Little Pony: Friendship is Magic

Madness comes to Ponyville! A mysterious book of ancient magic, the dreaded EQUINOMICON, has been stolen from the Ponyville library. Can a small but brave band of adventurous ponies unravel the mystery behind the theft in time to prevent the coming of the Great Old Ones to Equestria?

^_^


wynterknight wrote:
Dammit, the firewall here at work is blocking access to that page, so this thread is just one giant tease. I want to see it so bad! Playable ponies, unicorns, and pegasi? I'm not ashamed to admit I want to play one, even as a 30-something year-old man. Can I play a pink pony?

You're among friends, here, brony. You can play whatever you want. We don't judge. We follow the lessons of friendship and tolerance imparted by the show!

^_^


Dark_Mistress wrote:
Damnit, the more I think about this the more I actually want paizo to make this product. Or maybe a 3pp can pick it up.

Me too, DM. I'd definiately get this. It's not likely that Paizo would do it, even in our wildest dreams. MLP is owned by Hasbro, which also owns WotC. If any MLP game would come out, it would likely be for 4e D&D.

It's ok, though... I plan to get my MLP roleplaying fix next weekend. I'll be running a Call of Cthulhu/My Little Pony mashup adventure at a convention. ^_^

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